Wednesday, 7 May 2025
Innovation: Figures in the Sand
Monday, 5 May 2025
Dancing Queen international English/French edition from Matagot
Saturday, 3 May 2025
Fifty Fifty
Fifty Fifty is a card game in which players take turns playing cards to a central row. Sometimes when you do not have the right card or when you decide not to play the right card, you will be forced to take cards from the row as a penalty. The goal of the game is to have the least penalty when the deck runs out.
There is a special "Fifty" rule. When another player plays a number card and you have a number card with a difference of exactly 50, you may declare “Fifty” to interrupt play. Everyone takes turns playing foxes, and the first person unable to do so is forced to take the whole row and all foxes played.
You have a hand size of five. On your turn you play a card and then draw a card. The game is played until the deck runs out. Then some specific rules apply for game end, which I find a little complicated. Generally you don’t want to have any more foxes in hand because you’d automatically lose. Also once anyone runs out of cards, the player with the lowest card in hand must take the central row and everyone’s hand cards. After all is done, the player with the least penalty wins.
The Play
So far I have only played two-player games against Chen Rui. The rules aren’t complex, but I have difficulty working out the strategy. I keep losing, often by a huge margin, and I don’t know what I’m doing wrong. My first instinct is when I can play a card which won’t give me any penalty, I should play it. If I have several such cards, I should play the lowest among them, so that on the following turns I will still have more options available. However I find this might not be the best way to play. This is a game about hand management. You will sooner or later take some cards. It is about how to minimise cards you take in the long term.
One thing I did was this. When I was almost out of cards which I could play that would not lead to penalty, instead of just reactively delaying the pain for as long as I could, I played a card which made me take many of the cards but set the card row to a situation which was helpful to me. The reason I did this was I felt that had I dragged on, I would be taking all those cards anyway. So I might as well take them now but position myself better. If I had a series of cards which were close, I would play the lowest card. In a 2-player game, the card my opponent played would probably be somewhat larger, and I would then be able to play a card between the last two cards. If her card was orange, I would force her to take it as a penalty and also take one penalty card from me. This was one tactic I worked out. I'm not sure it's effective, but that's the best I could come up with. Also this might not work for 3 or more players. The tactics may be different when the number of players is different.
The Thoughts
I don't really understand the game yet, so I have no concrete conclusion. I understand the rules, I don't understand the strategy. I'm not sure whether this is a luck-heavy game, or there are tactics that can be used to mitigate luck. At the moment, the game is still a curiosity to me. Fifty Fifty has similarities to 6 Nimmt (Category 5 / 6 Takes) and Mon. I suspect it works better with more players. I am guessing that the luck element is high, and there is only a little you can do to manage luck. Deciding when and whether to call "Fifty" and also when to use a fox can have big implications. You may want to stock up on foxes, and find a good time to unleash them. However having more foxes also means you have fewer numbered cards, and thus fewer options. I should try this again with more players, and see how the play experience changes.
Thursday, 1 May 2025
Architects of the West Kingdom
Tuesday, 29 April 2025
Carcassonne Maps: Great Britain
Sunday, 27 April 2025
Ticket to Ride: Nederland
The Game
Before I wrote this blog post, I counted. I currently own 9 copies of games and expansions in the Ticket to Ride series. I had not planned to buy Nederland. Allen came across it being on sale at a deep discount. He asked whether I wanted to get a copy, and I couldn't resist. Nederland is an expansion, and you can only play it if you have the base game or Ticket to Ride Europe.
One unique element of Nederland is how it entices (or pressures) players to claim routes early. There is a toll mechanism in the game. Everyone starts with some money. Whenever you build tracks, you must pay a toll. Most connections between two cities have two routes. If you are first to claim one of them, you pay the toll to the bank. If later another player claims the other route, they must pay the toll fee to you. This means if you are early, you get a rebate. Managing your cash and getting these rebates are important because at game end, you compare how much money you have left, and you score points based on ranking. Everyone gets points except for the last player. The player with the most leftover cash gets 55 points!
Saturday, 26 April 2025
gamer, blogger, designer, or publisher
This blog post is a note to self. I need a space to do some thinking and reflecting.
My first physically published game is Dancing Queen, released at the end of 2022. That was followed by Snow White and the Eleven Dwarfs (early 2024) and Ali Baba and the Forty Thieves (mid 2024). In 2025 I am planning to publish Pinocchio and the Malaysian second edition of Dancing Queen. The international edition of Dancing Queen from Matagot will be released in June 2025. I have a fourth game project in 2025, Malaysian Holidays. This is a collaboration with Specky Studio. They are the publisher. I am the designer. When I first got into game publishing, I told myself I needed to set a 5-year plan and a checkpoint at the end of that. I was going to publish one game per year, and when I got to the fifth game I would do an assessment to decide whether and how to proceed with this publishing journey. I have already started thinking about this last year. I have been thinking about several related questions. Why am I doing this? Do I want to be a publisher or a designer? I more-or-less have an answer, but I have not really organised my thoughts properly or planned what's next.
The why. Got to start with that. The rest follows. When I design and publish games, is that just to feed my ego? Am I looking for validation? Recently a student in my class asked a question which gave me much food for thought. "Do you do it because of the craftsmanship?" Do I do it because it is art? If this is my art, I should insist on the final work being how I have envisioned it to be. I probably wouldn't let another publisher publish my game. The game is a piece of art, not a product. Another possible why I have been thinking about is do I do this to make money. Do I want to build a business out of this? Since it is something I enjoy, I can have fun throughout the ride, but the end goal should be about building a sustainable business, a stable side income, or even turning this into a full-time business. I know these are not easy. Not impossible, but not easy at all. Sometimes I ask myself, why am I spending so much time, energy and money doing something that's not exactly profitable? Am I holding on to the hope that one day this will work out and become something sustainable? I tell myself that there is value in games. I want to spread the awareness and culture of playing games, particularly in Malaysia, where most people do not know modern boardgames. I hope more parents get to know about boardgames and play boardgames with their children. I hope this creates happier and healthier families. I hope children learn through boardgames. They learn to communicate, to think, and to solve problems. They learn how to learn. Playing games is something valuable. Having fun and being happy is valuable in itself. I hope my games bring people joy. I hope they help people create happy memories.
Or maybe I just want to play boardgames. If I go back to just being a regular gamer, plus doing some blogging to share my journey, that would be perfectly fine. Why go through all that trouble designing, testing, producing and selling games? Sometimes it seems designing and publishing games is for people who have too much time and money on their hands. This is not just in Malaysia. It's the same everywhere else. If you don't have a stable job, it's probably not a good idea to jump full-time into designing and publishing games. Unless you have set aside some savings that can sustain you for a while. Only people who really love boardgames and have spare time go into game design. I wonder whether going into game design a symptom of my mid-life crisis?
Considering the various whys above, the first one I can deprioritise is money. I know it's hard to make money from doing game design and publishing. I'm not counting on it to become my livelihood. At the same time, I also don't want it to become just an expensive hobby. I don't want to be the kind of person who burns money for an ego boost. So I want the games I publish to be quality games. Games which offer something of value. Games that people do want to buy, and will truly enjoy. I sometimes imagine being able to achieve what Oink Games of Japan has achieved. I read an interview of Jun Sasaki and was greatly inspired. He started his boardgames business as a side hustle, and now it has grown to become a company that can support a large team. They have released many good and successful games. If money is not the most important goal, then between being a designer and being a publisher, the latter is less important. Being a publisher involves a higher risk because you are putting your money on the line, but if things work out, you make more profit.
Should I just go back to be a normal gamer? Being a gamer doesn't directly conflict with being a designer or publisher. It is just about how I allocate my time. If I enjoy both, I can do both. I don't need my design and publishing work to feed my family, so I can do it at my own pace. I do enjoy doing it, and I can enjoy it like it is a hobby.
The remaining two whys are creating art and promoting boardgames. Yes, creating good games is important to me. I do want to create something special, something that I can be proud of. This might conflict somewhat with promoting boardgames. When promoting boardgames, I need to think of the general public, the mass market, so the games I make will need to be games which they can understand and enjoy. If you want a summer blockbuster, you probably shouldn't be making artsy type films. It is not often we have films like Lord of the Rings which are artistically superb and at the same time also widely loved. Creating awareness of boardgames in Malaysia is a gargantuan task, certainly not something I can do singlehandedly. I just hope to be one of the contributors in this, playing a small part. Being able to find others who also want to do this together is wonderful. It is fun and not at all like the trip to Mordor. I sometimes tell follow Malaysian designers that if we the current cohort can persist until the local market grows to be more robust, we would by then be the makers and movers in the industry. We would have survived many hardships, learned many lessons and accumulated valuable experience. Pardon me - I am still thinking a bit about creating a profitable business here. How long will it take for the Malaysian boardgame market to be big enough to sustain a game designer or publisher? Five years? Ten? As Malaysian designers and publishers, we have a dilemma. If we want to make a living out of this, we probably should think internationally, because the local market is too small. But if we don't develop the local market, it will never grow to be a strong economical base.
With my priorities clearer, it is easier to decide what I should be doing and what I should not be doing. What kind of games should I make? To promote boardgames to a wider audience, I should use themes which are attractive to them. I need to make easy games. I need to set prices which non-gamers find palatable. One thing I plan to do is to explore collaboration with a friend who is in the premium gifts business. We want to propose boardgames and card games as corporate gifts or merchandise. Some organisations use gifts for promotions and for marketing or branding. Recently ZUS Coffee in Malaysia gave away a simple card game as a promotion. By leveraging large organisations, I can put games into the hands of more people. When I designed Sabah Honeymoon for the STTOS competition, I imagined it being sold at souvenir shops. It is a game which tourists will buy and it will make them remember Sabah fondly. I chose to publish Pinocchio as my next game because it is a simple game which non-gamers can pick up easily and find the fun quickly. The price point is set low so that people who are only browsing can decide easily to buy a copy to try.
Another idea I have been toying with is to develop games about social issues. Games are a medium of communication. They can be a tool to bring awareness to important topics, and to trigger discussion. Think Daybreak. I can collaborate with organisations which champion specific issues, and use boardgames to support them while at the same time spread the awareness of boardgames. There are many boardgames which are designed to teach entrepreneurship and financial literary. I have seen some and I must say I feel disgusted, because from a game design perspective, they are bad games. However as gimmicks which attract potential buyers and as engagement tools during workshops, they serve their purposes. I hope I don't make this kind of game. Maybe I should work on a financial literacy game with modern boardgame sensibilities. Not yet another modified Snakes and Ladders please.
I participated in many events last year. Many took up much time and energy, but were not very productive. I now tell myself to be more selective. I will skip some events. However I also need to remind myself that the value of an event is not just about the profit or achieving breakeven. If it is something that helps promote and spread awareness of boardgames, there is value. Whether I manage to sell many games is one measure of how well I have spread boardgames, but it is not the only measure.
I needed to write all this to organise my thoughts. In my full-time work I sometimes coach and guide my students. I need to apply the same techniques to coach myself. I realise I should not think of myself as a gamer, blogger, designer or publisher. I should think of myself as a boardgame ambassador. Working on boardgames is meaningful and valuable, and I'm going to keep at it.